Open game design project, Part 2
[ Read Part 1 ]
So, make your case! Why should a designer get involved with this open system idea?
The most important thing is that this can expand the reach of your designs, with less effort on your part. You will have a target audience who turn to this game system to meet their needs. You’re a part of that, and it improves as more designers participate. If it works, it’s a virtuous cycle for stuff you create, which also means you get more time to design new stuff and need to do less in marketing to reach a larger audience.
Obviously, there is a trade off. You have less freedom in design if you’re going from an existing frame work like this open design would be. I think the trade off is worth the benefit of a wider audience.
But, I want to know more about what kind of game system this will be.
Without a finished game system, it’s hard to completely answer. And, the explanations below could easily evolve or change.
I see two options for this game system.
First, it may be possible to begin with an already existing game system. I’m open to that possibility, but I want the system to meet goals I have in mind (I’ll get to those below). I’d prefer an existing game by a published designer. And, I suspect it would be modified for this. That would be up to the designer, of course.
Second — and this option seems more likely — we have a team of designers create the game system following agreed upon guidelines. I have guidelines in mind, as well as a target audience in mind.
Interesting. Let’s hear about the guidelines.
Fair enough. Let me start with a few quick examples that I think are in the ballpark, so to speak.
- The Shadow of Yesterday / Solar System
- Spirit of the Century / FATE 2.0 / Etc.
- Conspiracy of Shadows
- Savage Worlds
- Mouse Guard
- Swashbucklers of the 7 Skies
Keep in mind, these are just shorthand for the kind and scope of game I have in mind. I’m sure there are many other relevant examples.
Now, on to more specific guidelines. My assessment is that the game needs:
- Modular design — designers (and players) can add and subtract components.
- Easy session preparation.
- Quick, but compelling and rich, character creation.
- Versatility – suitable for one-shot and campaign play (say, 12-20 sessions).
- Simple learning curve – easily explained in minutes, including a dice/resolution mechanic.
- Enough complexity (e.g., exceptions-based rules) to keep game compelling.
These guidelines will develop and shift through initial phases, then again in design and playtesting. But, it’s a start.
What if those guidelines aren’t my thing?
I guess that leaves three options.
- Don’t participate. Do your own thing. And, you can always use the open system later if you change your mind.
- Just modify the game system (once it’s ready) to do what you want. Of course, the more you stray from the core concepts, the less benefit you get from the audience. But, the idea here is to allow for variations upon the core game.
- Get involved right away, and help design or advise the actual game system core.
What about that target audience thing? Do you think a target audience is really worth considering in this small niche?
I do. If I’m wrong, I doubt the downside is any disaster.
The idea I have in mind for this audience will shift as this develops, no doubt. But, it’s still worth examining. Here’s a “persona” I have in mind (who is male here, but could be female, of course):
- He’s as an existing gamer. He’s around 30+ years old, and has been playing different RPGs for a while. He’s not a hard core, D&D only person.
- He works full time, and maybe has a family or active social life with a significant other. He’s busy! He needs a game that fits those constraints in his life.
- His game group is also busy, and they have similar needs!
- He’s either the frequent game master, or an early adopter of new games — the guy who has a ton of games on his shelf.
- His group isn’t as interested in early adoption and new games. He has to convince them to try new games, sometimes unsuccessfully. They may even voice reluctance for “those indie games.”
- He’s interested in character driven play. But, he still wants enough “fiddly bits” to make play interesting, too.
- He’s creative! He’s has lots of cool ideas, and needs a good solution for those ideas.
- He has a fondness, even nostalgia, for a few particular RPGs. And, he’s a bit disappointed that he now realizes so many of those games have disappointing rules, but exceptionally cool ideas. Or, maybe someone in his groups hates the game he loves. These games he loves have great settings or back stories or other components. He wants to run the settings “in another system,” but he can’t find the right one.
- He’s not interested in distinctions between “indie” games and “traditional” games. They are just RPGs. He just wants to enjoy games.
Ok, that’s a lot of information. What now?
I want to assemble a small design team. I’m particularly looking for 2-3 comrades who’ve designed and published, and who are willing to help design the core. It’s no small feat, and will require serious effort.
Following that, we’ll need more design work from other designers following that. And, the project requires plenty of playtesting as well.
Consider this the announcement the project is underway. Contact me via replies here or by email if you wish to be involved.
I’ll add more blog posts here with additional next steps, including how the open license will work, who’s participating, and more guidelines and frameworks for the game system.
Open game design project, Part 1
Last winter, I posted about my ideas surrounding marketing co-operatives by teams of creator-owned RPG publishers. This new post is the evolution of that idea — my solution to the puzzle of shared resources vs. creator ownership. Indulge my self-interview:
Hi, Matt. What’s up with you lately?
Well, I’ve been thinking a lot about how successful some indie RPG publishers have been because they have an identifiable audience. I just heard that Brad Murray, co-creator of Diaspora, sold 1,200 copies in about 1 year. He was quick to point out the boost he got from the FATE community. So, he had an identifiable market that really helped. (Congrats, Brad & crew!)
Let me guess, you want to make FATE games now so you can sell 1,000 copies of your next game?
No. I don’t prefer FATE as the way to go. But, the model is compelling. What I’d like to do is a get a bunch of designers together to create something FATE-like, and then turn it loose so anyone can design on that framework, while simultaneously building a market. Oh, and I mean FATE-like in the sense that it’s an open game, not that it uses Fudge dice and uses Aspects and all that.
Wait, back up. So, this is just like D20/OGL then? That’s so last decade!
To some degree, it’s similar. But, no, I’m not advocating D20 games here. I suppose it could use the OGL itself, just like FATE does. But, again, D20 isn’t what I’m after.
So, more like a universal system? That sounds even more lame.
I agree that so-called universal systems are not very good ideas.
So, rather than universal, let’s call it modular. What I envision is an open, modular game system. Designers can take the core bits, but then tack on parts as needed to create their game systems really have some cool, tailored components.
Overall, my vision for this thing would be a system for indie folks in the way that Savage Worlds is for traditional RPG lovers. That is, a lean, mean machine for running a variety of character-driven games. So, think of it as Savage Worlds for people who like lots of character development and story in their games. Fast, furious drama, so to speak.
So, what are you after, exactly? This doesn’t sound very new or worthwhile.
The open design concept is not new. That’s true.
But, if it goes anything like I envision, it would be worthwhile. It would do two things
First, it would give gamers a great go-to game that they can customize for their play style.
Second, it would give publishers who use it an identifiable market, rather than having to create a market for each game, every time. This saves them time and effort. Players see the “core” of the system, and can easily pick up published variations. They play without a learning curve, and discuss it, expanding the community and word of mouth.
Hey, whatever happened to System Does Matter. I thought that was you guys’ mantra?
That’s fair. This idea does fly in the face of System Does Matter some.
The System Does Matter philosophy informed a lot of innovation and great games, including my own designs. I think it has considerable merit. What I’m talking about here isn’t meant as a direct challenge of that philosophy.
That said, there are many things that System Does Matter just does not address for obvious reasons. It doesn’t speak on distribution, creator ownership, marketing and so on, despite all these things being part of the conversation surrounding System Does Matter over the years.
Think of this as a new philosophy: Marketing Matters, Too. I’m not trying to polarize stances between design and marketing. They are not opposites, as some people in indie RPG publishing seem to suggest. In fact, what I’m suggesting is that the two merge as much as possible.
That means making design considerations based on what the market wants rather than on what the designer wants in some cases. I suspect there are at least a few designers – people who are friends of mine — who view that as blasphemy. That’s ok. I still think they’re great designers and great friends. And, of course, they need not participate.
So, what now?
Good question. I see this happening in phases. The first is making the case to fellow designers in particular. I’ll do that in a follow-up blog entry.
Then, assuming I can get a crew of designers together, we begin setting goals and expectations for the project, then on to design, playtesting, community support, and ultimately creator-owned publishing takes care of the rest.
[ Read Part 2 ]
Hi, Matt. What’s up with you lately?
Well, I’ve been thinking a lot about how successful some indie RPG publishers have been because they have an identifiable audience. I just heard that Brad Murray, creator of Diaspora, sold 1,200 copies in about 1 year. He was quick to point out the boost he got from the FATE community. So, he had an identifiable market that really helped. (Congrats, Brad!)
Let me guess, you want to make FATE games now so you can sell 1,000 copies of your next game?
No. I don’t prefer FATE as the way to go. But, the model is compelling. What I’d like to do is a get a bunch of designers together to create something FATE-like, and then turn it loose so anyone can design on that framework, while simultaneously building a market. Oh, and I mean FATE-like in the sense that it’s an open game, not that it uses Fudge dice and uses Aspects and all that.
Wait, back up. So, this is just like D20/OGL then? That’s so last decade!
To some degree, it’s similar. But, no, I’m not advocating D20 games here. I suppose it could use the OGL itself, just like FATE does. But, again, D20 isn’t what I’m after.
So, more like a universal system? That sounds even more lame.
I agree that so-called universal systems are not very good ideas.
So, rather than universal, let’s call it modular. What I envision is an open, modular game system. Designers can take the core bits, but then tack on parts as needed to create their game systems really have some cool, tailored components.
Overall, my vision for this thing would be a system for indie folks in the way that Savage Worlds is for traditional RPG lovers. That is, a lean, mean machine for running a variety of character-driven games. So, think of it as Savage Worlds for people who like lots of character development and story in their games. Fast, furious drama, so to speak.
So, what are you after, exactly? This doesn’t sound very new or worthwhile.
The open design concept is not new. That’s true.
But, if it goes anything like I envision, it would be worthwhile. It would do two things
First, it would give gamers a great go-to game that they can customize for their play style.
Second, it would give publishers who use it an identifiable market, rather than having to create a market for each game, every time. This saves them time and effort. Players see the “core” of the system, and can easily pick up published variations. They play without a learning curve, and discuss it, expanding the community and word of mouth.
Hey, whatever happened to System Does Matter. I thought that was you guys’ mantra?
That’s fair. This idea does fly in the face of System Does Matter some.
The System Does Matter philosophy informed a lot of innovation and great games, including my own designs. I think it has considerable merit. What I’m talking about here isn’t meant as a direct challenge of that philosophy.
That said, there are many things that System Does Matter just does not address for obvious reasons. It doesn’t speak on distribution, creator ownership, marketing and so on, despite all these things being part of the conversation surrounding System Does Matter over the years.
Think of this as a new philosophy: Marketing Matters, Too. I’m not trying to polarize stances between design and marketing. They are not opposites, as some people in indie RPG publishing seem to suggest. In fact, what I’m suggesting is that the two merge as much as possible.
That means making design considerations based on what the market wants rather than on what the designer wants in some cases. I suspect there are at least a few designers – people who are friends of mine — who view that as blasphemy. That’s ok. I still think they’re great designers and great friends. And, of course, they need not participate.
So, what now?
Good question. I see this happening in phases. The first is making the case to fellow designers in particular. I’ll do that in a follow-up blog entry.
Then, assuming I can get a crew of designers together, we begin setting goals and expectations for the project, then on to design, playtesting, community support, and ultimately creator-owned publishing takes care of the rest.
Playing Pathfinder
I’ve spent the last nine years of my hobby discussing, designing and playing independent role-playing games. I published three stand-alone games in that span, and who knows how many hours jabbering away — mostly online — about RPGs. In fact, I got started on that road after playing D&D 3E and becoming frustrated with playing, and especially running, that game.
But, lately, I’ve spent my game time playing Pathfinder. I had two separate requests from pals, whom I met because of my involvement in indie RPGs, to explain why I play Pathfinder. Here’s a long overdue post to answer Keith and Judd.
A bit of my gaming history
For starters, I’ve got to explain a bit about my own RPG history. If you want to get right to the specifics of Pathfinder, skip this post and wait for my next update.
Mercifully, I’ll keep this brief. I basically have two gaming groups with a bit of overlap between. Each has its quirks, which is to say it’s a pain trying to get everyone together these days.
One of the groups is a bunch of guy friends from my home town, where I still live. While the fellas and I have dabbled in other games over more than 15 years, we’re basically still a bunch of guys who really like fantasy RPGs, especially D&D. This is the crew I’m playing Pathfinder with now. We’ve dabbled in Burning Wheel and a one-shot of 3:16. But, D&D play still tops the charts.
My other group’s interests in RPGs are more varied. We’ve played some indie RPGs, including some steady playtesting for my game 44: A Game of Automatic Fear. But, I don’t consider the group devoted to indie RPGs or anything.
The Nostalgia Factor
Over the last year or so, busy real lives, crazy job schedules, and parenting resulted in basically no actual play. Despite repeated attempts, game sessions rarely materialized. When they did, they quickly disintegrated into distractions. But, last fall I managed to get several of my guy pals together for a day off from work to play some board games and hang out. We spent the morning eating and talking about how we never get to play RPGs anymore. A couple of us had, independently, picked up the Pathfinder book, and we all chatted about it.
The enthusiasm for Pathfinder was obvious. So much so, I found it a little surprising. They were not only pawing over the books, their interest was vocal. My friends said things about gaming I never expected to hear from them. Things like how much they missed it, how much they loved all the bits and pieces of the D&D experiece. These were things I took for granted, or even a handful of things I had dismissed for various reasons.
I’m often the organizer of our game sessions, and I had tried to stoke this kind of enthusiasm for years, in many ways. I tried different games, including D&D 4E. The responses were mostly quiet.
Somehow, Pathfinder struck a nerve. I think it had two main causes. First, it was reaction against D&D 4E, which I discovered my friends unanimously found disappointing. Second, they saw in Pathfinder an appealing mix. It combined their comfort zone of 3rd edition with enough new, exciting twists to try it out again.
Good times
So, a few phone calls later and we had organized a monthly game night, literally in ink on the wives’ calendars. That was at the end of December, and attendance has incrementally grown each month since. The old group is excited again.
And, the game sessions are the most fun I’ve had in a long time, precisely because everyone’s enthused. We had a bunch of 2nd level characters fighting 4 tieflings. As GM, I figured this would be a quick and dirty warm up for the brief adventure I had planned. I’m still scratching my head on why exactly it turned out to be the most dramatic, fun, and tactical combat span we’ve played in years. Maybe it was just a drought of play. But, everyone was talking how much they had that session, and the fight was by far the most memorable.
Oh, the sessions are brief, which I find a bit challenging as a GM. How do I create just enough material for these relatively brief session (3 hours, maybe 4)? Pathfinder provides a couple useful tools for that, actually. But, still, it’s a thick and complicated game. I worry our short sessions won’t let us get to the real meat of the game as the players progress.
Pathfinder and trailblazing
So, we’re learing as we go. The current “campaign” is doomed. We’ve already agreed to reboot with a new campaign setting of our own making. Players are coming up with mind-blowing ideas for that already, and I’m having fun designing both setting and new game concepts for it. We’re aiming to kick it all off this summer. Meanwhile, no one’s feeling odd about their current characters, destined for mid-level greatness at best. The group’s enjoying the sessions as they come, and looking forward to a steady game group back in action.
I’m not sure I’ve answered any of Judd or Keith’s questions. Or, my own for that matter. For now, this will have to do. I’ll share more about the game sessions and our new ideas as they come. I have to at least post the new “Name levels” bit of nostalgia we came up with! That’s too much fun to pass up.
Nine Worlds RPG now available for free
Nine Worlds RPGI’m pleased to announce that Nine Worlds: A Game of Cosmic Drama is now available for free on this website.
You can download the PDF here, but it does require registration at this web site. IMPORTANT: Registering means you agree to receive occasional emails from me about my games. I won’t send emails more than monthly, and likely much less than that given my busy schedule. If you ever want me to stop sending such emails, just contact me here on the blog or at my email: matt -at- storiesyouplay -dot- com.
About Nine Worlds
Nine Worlds is a story-driven game with a very unique system. It uses playing cards and a powerful mechanic called Muses that, I’m proud to say, still does one of the best jobs I’ve experienced in helping groups create dramatic stories during play.
The setting is also unique — it is a modern day fantasy where the gods and creatures of Greek myth are locked in a cold war among an astrological universe. Earth is at the center, cloaked in the illusion of modernity, but all around it are other worlds ruled by the gods and titans in a covert and sometimes overt battle for control of reality.
The game has its roots in games like Mage: The Ascension, Nobilis, and Amber. And, there’s a lot of influence there from The Riddle of Steel, among others. Heap on some literary influence from Michael Moorcock, and of course Homer and other Greek myths. Oh, and that Art Nouveau influence, as well as a lesser known D20 supplement for Spelljammer: Shadow of the Spider Moon that appeared in Polyhedron #151.
I’m extremely fond of Nine Worlds. It’s by far my favorite of my creations to date. That’s part of why I released it for free. The game is unique, and because of that, its success in reaching game players over the years has been challenging. It seemed a shame to me to keep it locked up in Tartarus for eternity. While I doubt it will ever become a blockbuster seller, I do think I can reach out to fans this way. I’m especially eager to see what people new to the game think.
Eric Mona talks RPGs, marketing and more
“You are not going to have much success in any side of this business unless you’ve got a network of customers who are interseted in buying what you want. You might have the most brilliant one-shot game that has ever been invented, but if nobody knows about it and you don’t have a way for people to try it out or to know about it, you’re going to sell probably in the hundreds of copies.”
“There are a number of strategies that I think companies can take to figure out how to sell their product ot a large number of people.”
– Eric Mona, speaking at Neoncon in February, 2010
His strategies summarized:
1) Use the open game license — essentially, tap in to the Dungeons & Dragons market. Sell to people who exist and have existing habits.
It may not be what you as a publisher want to do, he says. (Mona mentioned his own company’s Pathfinder license.)
2) Have an organized play strategy — a regular groups of people who have an ongoing connection to your game. He mentions Living Greyhawk. Also important for demo type exposure — e.g. a 4 hour game.
3) You really have to spend at least as much time working on marketing and getting word out as you do on creating, writing and designing the game.
Barriers and perceptions of the Forge
So, here my friend Kevin Weiser interviewed my friend Ron Edwards. They talked about the Forge, and the notorious “Forge cult” thing came up. That then had a small echo effect on Twitter, including this post by Josh of the Brilliant Gameologists (whose last name I don’t know — sorry Josh).
On Twitter, I remarked to Vincent Baker (also a friend!) that the cult label is a distraction, but there is something going on with the label. He basically agreed. Now, keep in mind, Vincent and Ron operate the Forge! And, that I have long been a Forge proponent and all that. But, in last couple years, I haven’t participated there much at all.
So, the “Forge is a cult” thing. What’s going on here?
Well, one thing that’s not going on is idenity politics and posturing. That has gone on (and probably will continue), but that’s not the issue here and now.
The “cult” thing is really about barriers. There are different kinds here.
First, there’s the barrier of entry — someone who observes the Forge, appreciates it’s mission, but can’t penetrate the language or the social rules or whatever thing. Despite wanting to participate, they bounce off the surface instead.
Next, there’s the barrier of ideas. This probably comes in two forms, and these two overlap some. There are people who see the philosophies of the Forge as single-minded or wrong or just not very useful to them. And, there are folks who see the business model (i.e. creator owned publishing) as not right for their purposes. So, at best they see the Forge (and to some degree the Forge sees them) at best as tangential, and at worst as contrary. Perhaps even to the point of challenging their very profession and livelihood. I’ve seen people describe themselves and their games as attractive in part because they are not associated with the Forge. In essence, leveraging their idenity and marketing as contrarian in effort to appeal to others who confront the barrier of ideas.
And, there’s the barrier of play. This is more true of players rather than of publishers or would-be publishers. There is a sense out there, I think, that if you interact with the Forge, “they” will critique your group’s play as wrong or awful or something. That you’ll be shamed. That you have to go through some kind of odd purification before you’re accepted. This is profoundly not the case. It’s an unfortunate misconception that contributes to the “cult” thing. But, still, it’s out there in people’s thoughts.
Finally, I think there’s an emerging barrier — the barrier of obscurity. I think we can confidently point to a declining trend in the Forge’s reach and relevance. It’s presence at GenCon is smaller. It’s influence online is lesser. Now, the Forge is still purring along as it always has. It’s still doing the same thing in its forums. But, there’s growing perception that it’s become quieter and less important. And, people and designers wander elsewhere as a result.
All of these barriers add up. People think, “Hey, there’s this thing over there called the Forge. And, you know what, it has some weird qualities to me. It sort of seems like a cult.”
And, then we’re all ships passing in the ether.
Now, so what? Right?
The Forge has a perception problem, whether or not the barriers have factual merit. Ron knows this, and he doesn’t wish to remedy it for various reasons. He’s doing exactly what he wants to do with the Forge as a thing in the hobby, as is his right, of course.
I still support the Forge with that. But, my activity there remains scant. I’ve just recently started to move in other directions that are, in their small way for just me and my games, confronting the perceptions described above.
(This is the second post. See Introduction and Proposal for the first post.)
Part 1: Membership Entry & Exit
Membership must allow for both entry and exit from the co-operative. Membership will inevitably turn over as publishers largely operate as a “spare time” activity.
Entry requirements will require both a vetting process from existing members and/or founders, and at least one existing product to begin.
The vetting process will involve a vote either by member body or committee. Evaluations will be based on perceived viability of the product within the marketplace and confidence level of reciprocal activity from the member-elect. (Vetting will inevitably be a problematic issue; the cooperative needs clear rules to evaluate product and members, as well as means to resolve disputes during evaluation.)
Additionally, the cooperative could consider “associate members” who participate without a product – likely members who offer specific skills. Again, this requires explicit processes for member entry and exit, much like those of publisher-members. (The co-operative charter will also need to specify how an associate could become a publisher member should the participant choose to become a publisher later.)
Membership Obligations
The co-operative requires members to:
- Fund the cooperative: This proposal version does not specify funding. Possible funding options include: One-time member feeds, annual fees, quarterly fees, or monthly fees;
- Represent the cooperative: Represent the cooperative, its brand, and its member products while interacting with RPG hobbyists;
- Participate in and/or volunteer for duties and tasks for marketing activities. Tasks will be outlined by member proposals and strategies, and assigned by member committees or member vote;
- Write marketing proposals for any new product for which the member seeks representation by the co-operative;
- Possibly modifying or amending product to improve market viability. This is also a potentially problematic requirement, and may require discussion and means to resolve disputes.
Membership benefits
The co-operative offers members the following benefits:
- Improved visibility and sales;
- Voting and input on co-operative decisions and activities;
- Representation on co-operative marketing activities (promotions, web site, newsletters, convention appearances, etc.);
- Team-written marketing proposals and critiques;
- Collective bargaining with distributors;
- Inclusion in marketing research, including online surveys;
- Metrics for products (web traffic for product pages, sales, comparative data, etc.) .
As mentioned in earlier posts, I have put together a “white paper” on how publishers might form a marketing co-operative. This post includes the introduction and core proposal. I’ll post Parts 1 & 2 in later posts.
This is a DRAFT. It is not in final form, and not edited much so far. In fact, I’m still writing part 2. It also means I’ll likely edit the post as thoughts and feedback arrive.
But, I think it worth posting the intro and Part 1 now so that I don’t delay much longer.
Introduction
Creator-owned role-playing game (RPG) publishing (a.k.a. “indie” publishing) defines as its central tenet that: The creator(s) of a game product owns the majority of the product’s intellectual property and has ultimate responsibility for key business decisions for the product, including publishing decisions regarding distribution.
This definition of creator-owned publishing implicitly leaves marketing decisions in the hands of the owner. For example, decisions about distribution are key marketing decision.
However, such decisions need not be performed by the creator-owner for the publisher to maintain its operational goals (which are self-defined and often relatively modest). In that sense, marketing services are roughly analogous to other services used by creator-owned publishers. Many creator-owned publishers hire independent graphic design and illustration or art services from other individuals (or simply benefit from such individuals’ generosity). These creative services also impact marketing decisions, namely the product design.
In short, there is nothing definitional in the movement of creator-owned publishing that excludes marketing services conducted by individuals or firms distinct from the creator-owner.
And yet, to date, the vast majority of creator-owned publishers rely (understandably) on their own individual efforts. This proposal contends that this effort is largely wasteful. It prevents creator-owners from achieving greater levels of success, and absorbs resources and time that most would rather spend on other more rewarding creative efforts.
Indeed, because of this conflict of resources and rewarding efforts, many creator-owners perceive a dichotomy between creative efforts and marketing. Again, this proposal contends this is a false dichotomy that also prevents publishers from achieving greater levels of success. Compartmentalizing “marketing” as a process distinct from other creative efforts is a serious mistake.
Caveat: What This Proposal is Not
The preceding paragraphs may pose a challenge to assumptions or values held among creator-owned publishers. However, this proposal is not a condemnation of all creator-owned publishing. It is not a universal critique to all creator-owned publishers. As noted above, success among creator-owned publishers is self-defined. This proposal supports and respects this value, with a firm understanding of the history and purpose of that value.
This proposal does not claim to be the sole means to achieving greater levels of success. It focuses on a set of marketing strategies and distribution of resources among cooperating publishers. Many other strategies are possible, of course.
To be clear:
- No publisher must achieve greater levels of success.
- This proposal makes no claim as the sole means to achieve greater levels of success.
Small Press Publishing
This proposal defines small press publishing as small-scale RPG designers and publishers which include significant creative materials not own by the creator (e.g. freelance writers), and/or operations where key decisions (about publishing and distribution) are not made by a creator-owners. Such publishing is also frequently called “indie” RPGs.
While small press publishing allows for greater diversity of marketing and design work than creator-owned publishing, in practice its small scale – and usually small team of individuals – results in \similar resource limitations.
Therefore, this proposal also includes small press publishing, and suggests such operations are also likely to benefit.
Proposal: Marketing Co-operative
This paper proposes co-operative marketing entities owned and operated by the role-playing game publisher members (and, possibly, non-publisher associate members). The primary goals of the co-operative are:
- Increase sales for publisher members;
- Expand the reach of “indie” RPGs to other hobbyists;
- Free up resources and time for publisher members;
- Provide players simpler means to discover, purchase, and play members’ RPGs.
The following sections propose the general concepts for membership and operations. And, these sections outline marketing strategies. Finally, additional items suggest possible expansions of co-operative’s scope.
Bringing it all back home
My preceding post was about how to proceed as a publisher. All well and good, but what does that mean in terms of fun games people can get and play?
First off, it would mean making Dust Devils available again soon. This will mean something simple — like Lulu or a comparable offering — in the short term. If that goes well enough, Nine Worlds could follow suit. 44: A Game of Automatic Fear will continue to be a free-with-registration game. I don’t have plans currently to offer a print version, but that’s possible.
My intention is that all of these games would be secondary products. Which implies I have at least one primary product. Well, I’m working on it.
In fact, my design notebooks, as always, fill up with a smattering of game designs. I can dismiss some more easily these days. I have a sharper yard stick to measure up ideas. If I don’t think an idea has broader appeal among RPG hobbyists than, say, Dust Devils, the idea is done for.
One game concept keeps coming back, which is a good sign it’s the right one. The working title is Exodus Squadron.
The short version: It’s my take on Battlestar Gallactica (the new one, of course — yes, I realize there’s already a licensed RPG).
The not-as-short version goes like this: Players portray space fighter pilots. Their job is to protect a human fleet as it escapes bondage by an alien race, racing home. Characters come from the various castes of humanity enslaved. Play rotates among three playspaces — space battles, the mothership/fleet, and “away team.” Each playspace feeds into the others in various ways.
The game will be aimed at a maturing gamer audience, one that has great interest in such fun subject matter, but increasingly less time to prepare sessions and conduct play. The point will be exciting tactical combats mixed with dramatically paced downtimes and interesting exploration. Ideally, each session of play is a single stellar system or encounter, easily prepared (or downloaded) on 1-2 pages. These series of “jumps” comprise a campaign — say, a dozen such episodes before reaching a conclusion at the home world (presumably earth).
That audience is not necessarily “indie gamers,” by which I mean story gamers or those interested in narrativist play. If they enjoy the thing, fantastic. But, my intention spend efforts and resources reaching some sliver of other gamers.
Design for Exodus Squadron is still in early phases. I have some working bits and bobs, but no playtest is close. I have a strong vision for both the look and feel of the product, and for the color and themes of the setting and game.
I’ll be posting more about it as the game develops.
Publishing intrigue and fatigue
I’m still toiling away on a conceptual “white paper” on how indie RPG publishers could form a marketing co-0perative. I sneak it in between toiling away on graduate classes, full time day job, and family life. So, for those I told to look here soon, patience please!
As I write this thing, I’m simultaneously intrigued and fatigued. I’m intrigued by the opportunity to work with others creatively and (hopefully) elevate successes. And, selfishly, I’m fatigued by the notion of spending such time and energy on things other than my own works.
Assuming I will indeed pursue some kind of publishing path, I will face an inevitable choice.
Choice No. 1: Start up this little (and boy would it be little) marketing co-operative venture and try to raise the bar a bit on indie RPG publishing for my self and a few others.
Choice No. 2: Reboot my own publishing ambitions. For my purposes, I’d have to assemble a small team of partners. I’d likely also have to abandon creator owned publishing.
To be honest, Choice No. 2 sounds more appealing right now. Both choices have uncertainties, of course. There’s little to guarantee a marketing co-operative will actually elevate the members’ successes. There’s not even a guarantee that members will agree on strategy and products and so on. And, since choice No. 2 basically means I’d be forming a new publishing enterprise, what makes me think I’d succeed in the face of all those obstacles faced by all?
Both choices also require a lot of effort for a little reward. While that may be my downfall in the future (it certainly was in the past), I recognize that’s a difficult part of the endeavor.
Regardless of my choice, I’ll post this marketing co-operative concept because I think it contains many good ideas.


